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Hi there! We’re happy to announce that you can play Gjallarhorn in your mobiles! This is the original game and we add some stuff like power ups and new enemies.
Gjallarhorn is a back & slash game where you play as Heimdall (the Norse god) and you must protect the bridge against Loki’s monster. Run and smash them with your axe. Ragnarök is unstoppable… how long can you hold it? Try it!
There’s our 3rd game for Ludum Dare. This time we choose the both theme. Gjallarhorn (it’s the horn that will sound when Ragnarök comes) it’s an arcade game, you run right to left smashing enemies. They want cross the bridge that’s you protect, so you play as Heimdall, the Bifröst’s guardian, and must stop them.
What went right?
Design:
We design the game very quickly. Last LD we spent a lot of time until the idea flowed. Also we want a direct control game, previous LD we’ve experiment with games more passive and the results weren’t good.
Workflow:
From the beginning we split up the tasks perfectly. Even we had time and we submitted 1’30 hours before.
Rankig:
One programmer fought with online scoreboard during the weekend. He said: “It was more difficult when I defeated the hydra”. Programmer’s stuffs!
Music:
This time we could make our music. There’s a thousand of software to make easy music. Try them! It’s satisfactory submit an entry made entirely by the team.
What went wrong?
Graphics:
Our graphic artist isn’t satisfied. They must work quickly and he did everything in his power. The rest think the graphics passes anyway.
Features not included:
We have a lot of good features designed. But the competition only had 72 hours ¯\_(ツ)_/¯
We’re proud of the result! Because of that, we’re going to spend a bit of time and we’ll launch the game in Android and Ios. So we hope announce in this feed soon!
Our 3rd time in LD! We’re happy because things have gone better, faster and stronger this time :D. Strong like our game where you play as Heimdall (a viking god) and you must smash head’s monster.
Have you heard it? Heimdall has played the Gjallarhorn, the horn with which heralds the Ragnarök. We’re making a 2D action game. You control Heimdall, the Bifröst’s guardian. Ragnarök has started and you must protect the bridge from the ice trolls.
Hello there! With this post we would finish the promotion of Kaiju Tycoon. We have had a great time but we must go back to work. We want to show you our tribute to the great Game Dev Tycoon:
We’ve learnt a lot. Thanks all for the feedback. See you soon!
A new edition of the LudumDare; and No Wand Studios, a small studio of four Spanish young people, participates for the second time to show our craziness.
This time we liked the theme more than the last one. The brainstorming was shorter and better ideas came out of it. In the studio, we are big fans of the tycoon genre and we also love kaijus (Who doesn’t?). So out of all the ideas we decided soon to join those two concepts.
As in all brainstorming we began with great and very funny ideas … but very costly in time. So we had to reduce it to a single gameplay mechanic. You would have to blend kaijus and send them against cities. When this was done, we saw that the battle may be somewhat boring. As we were (or we thought) on timetable we decided to add some of the features that we had though during the brainstorming. We also included some goodies for a feed stage and world news with a lot of references to geek & freak culture.
This complicated the game a little more. Now the kaijus had three stats and towns responded to the attack. All of this went along great until the last two hours until delivery. The last two hours were absolutely crazy, our programmers almost collapsed, but they withstood the pressure well.
Thus, we face Kaiju Tycoon, a simulator where you carry the kaijumancer and you send your creatures to destroy the world.
Summarizing, we talk about the pros and cons:
Pros:
We have learned a lot of things. This has been our 2nd Ludum Dare. We have known our limits and each one has learnt more about the skills of the team.
We have made an expandable game. The game has one mechanic and we believe that adding all mechanics from the brainstorming can become a great game.
Art and mood are so great. Even though it’s wrong for us to say it, we think that the game have a great look and a great atmosphere. Also we recommend you to read all the news feed because it’s really funny.
We have had a good time. We live together for 72 hours. We laughed and worked a lot. In fact we had time to film this video: https://instagram.com/p/6vmAsyneqR/
Cons:
We scoped bad. Definitely we wanted to include too many things. Maybe that’s why the game only has one simple mechanic.
We were overconfident. Development flowed and that’s why we were overconfident. This confidence took their toll on us the last 2 hours before submit.
We don’t have musician in our team and we must use free audio. That point must be improved in future jams.
We lack of experience. As we said already it’s our 2nd ludum dare. We have to be more organized. However we notice improvement regarding our 1st We think that we are on the right track.
If you’ve read up to here, simply thanks for your time and check it out: KAIJU TYCOON
Take rol of Kaijumancer. Build your own Kaiju joining different parts and send your creatures to destroy cities. Because the Earth it’s not going to exterminate itself!
After a few hours of brainstorming and rest, we start to work! We want to make a kind of “Kaiju Tycoon”. You are a Kaiju master and you should put together different pieces of monster to build a kaiju (plot twist!). Then, you send your creatures to destroy the world.
But be careful… a lot of enemies want your destruction. Power Rangers, Ultraman, Kung Fury… you know…
Hi there! We’re No Wand Studios, a Spanish indie video game development studio. The Jonbar Point had been the game we created on our first Ludum Dare participation. It was sort of a challenge for us because it was our first time in a jam and we only had less than 60 hours instead of 72, but still wanted to make a game as good as if we would dedicate the full 72 hours to it. Finally, we made it and we could upload a fully playable version for the jam in time. And that’s one of the things we’re proud of.
What went right?
+ “Making the games we want to play”: That’s one of our main goals when we created this studio, so our first jam video game had to accomplish this requirement. We think The Jonbar Point has a very interesting starting point and concept. In fact, we would like to make the full game one day if people are really interested in it.
+ No Wanders assemble!: This Ludum Dare was a real test for our teamwork. Until now, we know about our individual skills and we have worked with no time pressures making a video game, but we had never need to work together at this levels. With the final result we can say that we have a perfect team composition.
+ Time management: One of our concernings before getting to work was how to deal with time and work distribution. In the brainstorming we came up with a lot of great ideas for the game (more holograms and upgrades, enemies outside the library, a bigger map…). But there wasn’t time for all that! We know very well our limits for this Ludum Dare and we can say that we nailed it at this point!
What went wrong?
Mostly nothing! But if we have to say something…
– Bugs (obviously): They are always here. But in this particular case we have no time for many test… Nevertheless, they are not very annoying bugs or at least people haven’t complained very much about this.
–A broken programmer: And an underslept art designer as well. We reach the uploading deadline quite tired. But happy. Maybe it was caffeine or maybe it was the feeling about see your little game working and being finished in time. Maybe next time we have to put some sleeping time in our schedule… or maybe not ¯\_(ツ)_/¯.
– You always can do better!: We have to close our eyes with some issues and put it in the final version because we didn’t have enough time (#nollegamos, a Spanish translation for #WeDon’tArrive). Music could be better fitted and less repetitive, pixel art has some scope for improving and other stuff like that. We’re quite self-demanding with our work and maybe this makes a bit influence in this feeling.
Conclusion
We are very happy with the result of this first Ludum Dare for us. People who had played and commented the game says nice things about it and that’s what we want to create: a little prologue for a possible bigger story, if enough people are interested in this concept. The experience in this jam was very enriching for us, and we can’t wait until the next edition of Ludum Dare comes.